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<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Babylon.js sample code</title>
<!-- Babylon.js -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.2/dat.gui.min.js"></script>
<script src="https://assets.babylonjs.com/generated/Assets.js"></script>
<script src="https://preview.babylonjs.com/ammo.js"></script>
<script src="https://preview.babylonjs.com/cannon.js"></script>
<script src="https://preview.babylonjs.com/Oimo.js"></script>
<script src="https://preview.babylonjs.com/earcut.min.js"></script>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<script src="https://preview.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script>
<script src="https://preview.babylonjs.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js"></script>
<script src="https://preview.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.min.js"></script>
<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.js"></script>
<script src="https://preview.babylonjs.com/serializers/babylonjs.serializers.min.js"></script>
<script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script>
<script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script>
<style>
html, body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<script>
var canvas = document.getElementById("renderCanvas");
var startRenderLoop = function (engine, canvas) {
engine.runRenderLoop(function () {
if (sceneToRender && sceneToRender.activeCamera) {
sceneToRender.render();
}
});
}
var engine = null;
var scene = null;
var sceneToRender = null;
var createDefaultEngine = function() { return new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, disableWebGL2Support: false}); };
var createScene = function () {
// Create basic scene
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 0, new BABYLON.Vector3(0, 0, 0), scene);
camera.setPosition(new BABYLON.Vector3(-3, 1, -5));
camera.wheelPrecision = 50
camera.attachControl(canvas, true);
var hdrTexture = new BABYLON.CubeTexture("/textures/environment.dds", scene);
scene.createDefaultSkybox(hdrTexture, false, 100);
// GUI initialization and helper functions
var bgCamera = new BABYLON.ArcRotateCamera("BGCamera", Math.PI / 2 + Math.PI / 7, Math.PI / 2, 100,
new BABYLON.Vector3(0, 20, 0),
scene);
bgCamera.layerMask = 0x10000000;
// Create default pipeline
var defaultPipeline = new BABYLON.DefaultRenderingPipeline("default", true, scene, [camera]);
var curve = new BABYLON.ColorCurves();
curve.globalHue = 200;
curve.globalDensity =80;
curve.globalSaturation = 80;
curve.highlightsHue = 20;
curve.highlightsDensity = 80;
curve.highlightsSaturation = -80;
curve.shadowsHue = 2;
curve.shadowsDensity = 80;
curve.shadowsSaturation = 40;
defaultPipeline.imageProcessing.colorCurves = curve;
defaultPipeline.depthOfField.focalLength = 150;
//"Multisample Anti-Aliasing"
defaultPipeline.samples = 4;
//"Fast Approximate Anti-Aliasing" : true/false
defaultPipeline.fxaaEnabled = true;
//"Tone Mapping"
defaultPipeline.imageProcessing.toneMappingEnabled = true;
//"camera contrast": 0-4
defaultPipeline.imageProcessing.contrast = 1.2;
//"camera exposure":0-4
defaultPipeline.imageProcessing.exposure = 3.2;
//"Color curves" : true/false
//これをtrueにすると全体の色が濃くなる
defaultPipeline.imageProcessing.colorCurvesEnabled=false;
//"Bloom":true/false
defaultPipeline.bloomEnabled = true;
//"Bloom kernel": 1-500
defaultPipeline.bloomKernel = 320;
//"Bloom weight": 0-1
defaultPipeline.bloomWeight = 0.8;
//"Bloom threshold": 0-1
defaultPipeline.bloomThreshold=0.2;
//"Bloom scale": 0-1
defaultPipeline.bloomScale=0.2;
//"Depth Of Field (blur)": ture/false
defaultPipeline.depthOfFieldEnabled = true;
//Blur level : BABYLON.DepthOfFieldEffectBlurLevel.Low,BABYLON.DepthOfFieldEffectBlurLevel.Medium,BABYLON.DepthOfFieldEffectBlurLevel.High
defaultPipeline.depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
//Blur focus distance:1-50000
defaultPipeline.depthOfField.focusDistance=20000;
//Blur F-Stop : 1-10
defaultPipeline.depthOfField.fStop=0.2;
//Blur Focal Length : 1-300
defaultPipeline.depthOfField.focalLength=10;
//"Vignette" : true/false
defaultPipeline.imageProcessing.vignetteEnabled =true;
//"Vignette Multiply" : BABYLON.ImageProcessingPostProcess.VIGNETTEMODE_MULTIPLY or BABYLON.ImageProcessingPostProcess.VIGNETTEMODE_OPAQUE
defaultPipeline.imageProcessing.vignetteBlendMode =BABYLON.ImageProcessingPostProcess.VIGNETTEMODE_MULTIPLY;
//"Vignette color" : color picker value
//defaultPipeline.imageProcessing.vignetteColor =new Color3(0,0,0);
//"Vignette weight : 0-10
//defaultPipeline.imageProcessing.vignetteWeight=3;
scene.activeCameras = [camera, bgCamera];
// Import model
//BABYLON.SceneLoader.ImportMesh("", "https://www.babylonjs.com/Assets/DamagedHelmet/glTF/", "DamagedHelmet.gltf", scene, function (newMeshes) {
BABYLON.SceneLoader.ImportMesh("", "./models/", "room_photoreal_v6.glb", scene, function (newMeshes) {
camera.target = newMeshes[0]
//e var e = scene.createDefaultEnvironment();
// Creating default environment enables tone mapping so disable for demo
defaultPipeline.imageProcessing.toneMappingEnabled = false;
});
return scene;
}
window.initFunction = async function() {
var asyncEngineCreation = async function() {
try {
return createDefaultEngine();
} catch(e) {
console.log("the available createEngine function failed. Creating the default engine instead");
return createDefaultEngine();
}
}
window.engine = await asyncEngineCreation();
if (!engine) throw 'engine should not be null.';
startRenderLoop(engine, canvas);
window.scene = createScene();};
initFunction().then(() => {sceneToRender = scene
});
// Resize
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>
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